WG开发人员深度解读8.6版各种机制改动

  So I called Storm in panic and told him that our solution sucks. But - as it often happens - the second I said it, another solution came to me by itself.

  When considering shooting in our game, the difference between 1,3-sigma and 2-sigma is not all that great and - connected with a camo factor change it might not be even spotted by our players, because the effective battle distance will increase (more on that further on). The solution to fix it with one more sigma (between 2 and 3) came by itself from the previous meetings with Maksim and Misha (Storm).

  But some players (SS: arty players) won't have their effective battle distance increased, so these players had to recieve a spread radius modifier. The value of this modifier was discussed by us and Dmitry Dragunov (aka Marschig), who represented the arty players' interests. After the supertest testing, I still think that 50 percent represent a rather small buff (!) of accuracy for arties. On the nerf of arty I will post further.

  SS: at this point there is a table posted in the original post. What it means is percentual chance for a shell to drop inside the aim circle (within its borders, not ON the borders or outside them (which gets "normalized") to drop on the borders):

  那是在明斯克的一个晴朗的早晨,我为标准差以3西格玛还是2西格玛来计算纠结不已,所以我决定出去走走,这次散步在后来证明是一次十分明智的选择。为什么要采用3西格玛呢?让缩圈时间那么长,敌人有机会摆姿势或者怎么样,这太不和谐了,还是2西格玛吧,降低缩圈时间,大家欢欢喜喜过个年多好!况且2西格玛和3西格玛的区别就是那么2.14%!我很高兴我的方案实现了,而不是Storm那个砍火炮精度的计划,因为那个计划在我看来太烂了。。。我可以说我胜利了,然后下面就是他讲述他如何胜利的过程,此处不再赘言,其中很多龙套角色都是WG的顶尖程序员,我感觉作者的感觉一定棒极了!下面的表就是标准差对精度的影响表,小编数学不好,翻译不当还请包涵。

  SS: the meaning of this table is - first column are the parts of the aiming circle, with the last line being its border. Other columns are: Old system (how it is now), 2-sigma and New system (0.8.6+). In other words, right now, you have a 19,36 percent chance of the shell going on the borders of your aim circle, in the new system, you will have only 0,27 percent chance of aiming for the aim circle edges. Another example: today, you have 48,43 percent chance of your shell going to the inner half of the circle, in 0.8.6 it will be 70,41 percent.

  SS:这个表是设么意思呢第一栏是瞄准圈部分,最后一行是其边界,大家可以看看修改之后,只有0.27%的可能让你的炮弹打到圈子边缘,这是一个很大的进步,换言之,现在你命中目标的可能性是48.43的话,你在8.6的几率会在70.41,这下大家会看这个表了吧!或者懒得看的话,大家只要记住一句话,下个版本所有的炮都变准了很多!

  2) Vehicle camo changes

  Our camo system with multiplying visual camo coefficient and camo net coefficient has one big disadvantage, as all the systems such as this do: increasing size of the vehicle very quickly decreases the effectiveness of such devices. The decision to replace the multipliers with addition (SS: as in by adding some value instead of multiplying with it) was taken already in 2010-2011 by me, Maksim Bladyko and Pasha Vasilev (server structure architect for World of Tanks), but back then there was no visual camo coefficient (5 percent), so we didn't do it. This topic was brought up repeatedly in 2012 by L.Zacharchenko, chief game-designer for World of Tanks. Gradually, a snowball turned into an avalanche, which in the end was the reason for plans for the complete camo system rework.

  隐蔽机制改革始末:

  I alread wrote enough letters, but basically we did the following:

  我写的够多了,其实综合起来我们干了这些事:

  - reworked all the camo factors in the game, based on the reference tanks (T-4, T-34) (SS: here, Zlobny probably means Panzer IV, not sure) and on extreme cases

  我们重制了游戏中的隐蔽机制

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